4 // Copyright (C) 2005 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
24 #include "object/camera.h"
26 static const float SQUISH_TIME = 2;
27 static const float X_OFFSCREEN_DISTANCE = 1600;
28 static const float Y_OFFSCREEN_DISTANCE = 1200;
31 : sprite(0), dir(LEFT), state(STATE_INIT)
33 //Set hitpoints and bullet hitpoints
44 BadGuy::draw(DrawingContext& context)
48 if(state == STATE_INIT || state == STATE_INACTIVE)
50 if(state == STATE_FALLING) {
51 uint32_t old_effect = context.get_drawing_effect();
52 context.set_drawing_effect(old_effect & VERTICAL_FLIP);
53 sprite->draw(context, get_pos(), LAYER_OBJECTS);
54 context.set_drawing_effect(old_effect);
56 sprite->draw(context, get_pos(), LAYER_OBJECTS);
61 BadGuy::action(float elapsed_time)
63 if(!Sector::current()->inside(bbox)) {
68 set_state(STATE_INACTIVE);
73 active_action(elapsed_time);
77 inactive_action(elapsed_time);
81 if(state_timer.check()) {
85 movement = physic.get_movement(elapsed_time);
88 movement = physic.get_movement(elapsed_time);
104 BadGuy::active_action(float elapsed_time)
106 movement = physic.get_movement(elapsed_time);
110 BadGuy::inactive_action(float )
115 BadGuy::collision(GameObject& other, const CollisionHit& hit)
122 if(other.get_flags() & FLAG_SOLID)
123 return collision_solid(other, hit);
125 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
126 if(badguy && badguy->state == STATE_ACTIVE)
127 return collision_badguy(*badguy, hit);
129 Player* player = dynamic_cast<Player*> (&other);
131 return collision_player(*player, hit);
136 if(other.get_flags() & FLAG_SOLID)
147 BadGuy::collision_solid(GameObject& , const CollisionHit& )
153 BadGuy::collision_player(Player& player, const CollisionHit& hit)
155 if(player.is_invincible()) {
159 if(hit.normal.y > .9) {
160 //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
161 // give badguys some invincible time (prevent them from being hit multiple times)
164 if(collision_squished(player))
166 else if (hitpoints <= 0) {
167 bullet_hitpoints = 0;
168 player.kill(Player::SHRINK);
172 player.kill(Player::SHRINK);
177 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
183 BadGuy::collision_squished(Player& )
189 BadGuy::kill_squished(Player& player)
191 sound_manager->play_sound("squish", get_pos(), player.get_pos());
192 physic.enable_gravity(true);
193 physic.set_velocity_x(0);
194 physic.set_velocity_y(0);
195 set_state(STATE_SQUISHED);
196 player.bounce(*this);
203 if (bullet_hitpoints <= 0) {
205 sound_manager->play_sound("fall", this,
206 Sector::current()->player->get_pos());
207 physic.set_velocity_y(0);
208 physic.enable_gravity(true);
209 set_state(STATE_FALLING);
214 BadGuy::set_state(State state)
216 if(this->state == state)
219 State laststate = this->state;
223 state_timer.start(SQUISH_TIME);
226 flags &= ~FLAG_NO_COLLDET;
227 bbox.set_pos(start_position);
230 // was the badguy dead anyway?
231 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
234 flags |= FLAG_NO_COLLDET;
237 flags |= FLAG_NO_COLLDET;
245 BadGuy::is_offscreen()
247 float scroll_x = Sector::current()->camera->get_translation().x;
248 float scroll_y = Sector::current()->camera->get_translation().y;
250 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
251 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
252 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
253 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
260 BadGuy::try_activate()
262 float scroll_x = Sector::current()->camera->get_translation().x;
263 float scroll_y = Sector::current()->camera->get_translation().y;
265 /* Activate badguys if they're just around the screen to avoid
266 * the effect of having badguys suddenly popping up from nowhere.
268 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
269 start_position.x < scroll_x - bbox.get_width() &&
270 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
271 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
273 set_state(STATE_ACTIVE);
275 } else if (start_position.x > scroll_x &&
276 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
277 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
278 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
280 set_state(STATE_ACTIVE);
282 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
283 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
284 ((start_position.y > scroll_y &&
285 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
286 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
287 start_position.y < scroll_y))) {
288 dir = start_position.x < scroll_x ? RIGHT : LEFT;
289 set_state(STATE_ACTIVE);
291 } else if(state == STATE_INIT
292 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
293 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
294 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
295 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
297 set_state(STATE_ACTIVE);